Performance Indexing
A relative benchmark that scores a game against the average of a chosen comparison set — 1.0× is average, 2.0× twice that, 0.5× half — so titles of different sizes and currencies can be compared like for like.
Performance indexing turns a raw performance number — most often a game's theoretical win — into a ratio against the average of a comparison set, with that average fixed at 1.0×. A game scoring 2.0× is expected to perform twice as well as the typical title in the set; 0.5× is half. Because it is a ratio rather than an amount, it strips out the sheer size of a floor or portfolio and the local currency, so a game in a small market can be judged against one in a large market. It is the standard "index to average" method long used in retail and marketing analytics, applied to gaming — not any single vendor's product.
What the index is for
Raw money cannot compare games across different floors, portfolios and currencies: a strong title in a small market may out-earn a weak one in a large market yet show a smaller absolute figure. Indexing removes both scale and currency by dividing each game's metric by the average of the set and calling that average 1.0×. The result is a rank you can read at a glance — above 1.0× beats the typical title, below it trails.
How it is built — index to average
Take each game's metric, average those figures across the comparison set, then divide each game's number by that average. The set average becomes 1.0× by construction (or 100 if the ratio is scaled by a hundred). This is exactly the logic of the brand and category development indices used across marketing, where 100 marks parity with the average market. There is nothing gaming-specific about the arithmetic: it is a general benchmarking device pointed at a gaming metric.
It is relative, not cash
The index says nothing about how much money a game actually earns. A 2.0× game inside a weak, low-earning portfolio can still bank less real cash than a 0.9× game inside a strong one, because both indices are measured against different averages. Read the index alongside the absolute figure it was built from — theoretical win, hold or revenue in real currency — never instead of it. It ranks; it does not size.
The comparison-set caveat
An index is only as meaningful as the set it is measured against. Widen, narrow or swap that set and the same game's index moves even though the game has not changed at all. A title looks strong against a weak set and merely ordinary against a strong one, so an index quoted without its comparison set, its period and the underlying metric is close to meaningless. Always ask: indexed against what, over what window, on which figure.
Formulas
Index = Game metric ÷ Average metric of the comparison setthe set average equals 1.0× by construction; 2.0× is twice the average, 0.5× is halfIndex = (Game metric ÷ Set average) × 100the retail/marketing form (as in the brand and category development indices) where 100 marks the averageWorked example
Take a hypothetical set of 50 slots whose theoretical win averages £40 per game per day. Game A earns £80 a day, so its index is 80 ÷ 40 = 2.0× — twice the set average. Game B earns £20, giving 20 ÷ 40 = 0.5×, half the average. Now move Game A, entirely unchanged, into a stronger portfolio that averages £120 a day: the very same £80 now indexes 80 ÷ 120 ≈ 0.67× and looks below average. Same game, same cash, opposite verdict — because the comparison set moved. These figures are illustrative.
Key facts
Sources (4)
Education, not advice. This explains how the game works so you can read it clearly — it is not a system to beat the house. Every casino game carries a house edge; over enough play it wins. 18+.
A short, cited email when something in iGaming changes — plus one fundamental worth understanding. Independent, 18+, no hype.